Every life form is bound by fate but you, the Fateless One, are not. This “no fate” clause is kind of a big deal. We sent a fruit basket to your family with our condolences) have a mini freak out, declare you saviour of the world because you are no longer bound by fate, toss you a bunch of weapons to play with, pat you on the bum and send you on your way. Using their stupid-dope skills they bring you back from the dead (yep, you died. A couple of industrious gnomes have been tinkering about the Well of Souls. It appears that Gadflow ain’t the only one working his mojo against Mr. The world needs a hero and that’s where you come in. After a prolonged and costly battle with heavy casualties on both sides Gadflow makes with ze dastardly resurrection spell and runs a train across the remaining forces, twirls his moustache, arches an eyebrow and laughs maniacally. Usually this would be no big deal with humanoids and Fae (think Elves) banding together to spank this little upstart and his cronies and rip him a new one. Before you can say “welcome to the crazy house sir, what size would you like your straight jacket in?” he starts messing up everyone’s gloriously chill-axed way of life.Īn epic brouhaha kicks off with the good guys getting trounced by his evil band of miscreants known as the Tuatha. A gigantic douche-nozzle called Gadflow with delusions of grandeur has been “chosen” by a god-like entity to cleanse the populace and convert them to his way of thinking. It’s still an RPG after all and the usual rules apply. The story, in broad strokes, isn’t going to blow your mind. Carefully season and bake at 180 degrees under the watchful eye of Ken Rolsten of The Elder Scrolls III and IV fame and Kingdoms of Amalur: Reckoning comes together like an all-you-can-eat RPG buffet where it’s all pretty much on the menu. Salvatore (smashed out some Forgotten Realms novels for a dozen or so million fans). Then add a dash of artistic animation flair from comic book legend Todd McFarlane (the dude that done Spawn), a sprinkle of sultry sounds care of Grant Kirkhope (he made them tantalising tunes for GoldenEye 007, Banjo-Kazooie and Donkey Kong 64) and lavish lashings of lore by acclaimed fantasy scribe R.A. Imagine a game that takes its cues from established action franchises like God of War. Why must they be mutually exclusive? Amalur’s developers raise a respectfully defiant middle finger to these set in stone notions and bring an action driven experience with a plethora of killifying options (it’s a word, look it up) that will force you to reassess your concrete ideas of what RPG combat should be. You say RPGs have weak combat and are more about expansive storylines and immersive worlds. You see, Kingdoms of Amalur: Reckoning thumbs its nose at convention. What’s with all the hippy metaphors you ask? Just painting a picture of the little engine that could. Yet occasionally a small sapling can push through and, if carefully nurtured and attended to, grow into a mighty oak and cast a wide shadow of its own. It’s hard to go against the established conventions of any genre and cut your own path. Titles in the league of The Elder Scrolls V: Skyrim, Dark Souls and even pseudo-RPGs like Mass Effect envelop the genre’s landscape, blotting out all in their wake and leaving an indelible mark on those that follow.
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